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20年4月20日1.1.2610更新个人搬运与翻译 等了两天了怎么还没人做?只能由我来了。。。。。 EDIT: Updated with a very small fix to stop a bug that broke manhunter pack-related incidents in extreme late-game or modded scenarios when there were over 30 of the most powerful animals in the game. 修改:修复一个关于触发猎杀人类相关的bug,来避免在超大后期或者离谱的剧本修改情况下出现超过30只最强大的猎杀人类动物(大地懒之类的吗?) =============优化============= - Multiple thrones can now share one throneroom. 多个宝座可以共用一个谒见厅 - Allow non-noble pawns to play music. High culture recreation type is re-labeled to music recreation. Allow non-conceited nobles use dexterity play. 允许非贵族小人演奏音乐,高雅娱乐改名为音乐娱乐,允许非自负(嫉妒/贪心/本来就是贵族出身)小人进行灵巧娱乐 - Make speech from the throne an ability player can control. High-level royals gain the ability to do a speech from the throne. It has a cooldown (so the speaker can think of ideas for the next speech). The feedback for throne speeches now tells the player the chances of different outcomes, along with the relevant social stat. -在王座上发表演说是一个玩家可以控制的能力。高级皇室成员从王位上获得演讲的能力。它有一个冷却时间(这样演讲者可以为下一次演讲想出主意)。王座演讲的反馈现在告诉玩家不同结果的机会,以及相关的社会统计。【这段机翻了】 - Removed minimum expectations for non-conceited titles (that is, titles of pawns who were not born royalty and are not greedy or jealous). 取消非自负小人的最低期望(不过能养高级爵位应该已经有30W+财富了吧) - Implemented category-based melee verb selection. Previously, pawns would select which melee verb to use simply by a weighted random selection according to the power of their different verbs. However, this created an incoherency where adding, for example, a knee spike to a pawn with a longsword would actually make him worse, since the knee spike is less powerful than the longsword but now he is more likely to choose a verb besides the longsword. The new verb category system places each verb in one of three categories - best, mid, and worst. It then chooses randomly between best (75% of the time) and mid (25% of the time). So adding a knee spike to a longsword wielder will not make him use the longsword less often; rather it will replace his fists as the mid-tier verb and improve his damage per second. 将近战攻击类型分为好中差三个类别,执行近战的时候75%几率按照权重从好攻击中挑选一个攻击方式,25%中攻击方式,原先拿长剑的人装膝钉是debuff会降低用剑的权重,但现在膝钉不会影响剑的权重而会取代拳头从而增加理论dps - Colonists can now be set as master to any animal they are bonded with regardless of skill. This prevents situations where starting animals begin bonded to colonists who cannot become their master, leading to a permanent negative thought for the colonist not being master of the bonded animal. 现在小人能无视驯兽等级成为羁绊动物的主人 - "New quest" letters now link directly to the relevant quest instead of requiring an extra click. 点击“新任务”的屏幕右下角信件会直接转到任务页面 - Shuttles that don't land on landing pads will now avoid crushing buildings, items, and trees. -不降落在着陆台上的航天飞机现在将避免压垮建筑物、物品和树木。 ===========调整========== - Redesigned how hosting quests generate threats. Instead of always generating points-based threats on a 24-hour cycle with the same timing in all cases, the system now chooses from a designed menu of different duration ranges, threat counts, and threat intensities. Each challenge rating (star level) has a different menu of threats. These are all modified by the possibility of adding helpers, different guests with different conditions, and so on. 重新设置招待客人任务产生的威胁,不再固定24小时来一波威胁,而是从一个设计好的菜单选择不同持续时间、威胁数量、威胁强度。每个不同星级的任务都会有不同的威胁菜单。这些都由提供帮手的可能性、不同客人、不同境况等等来调整。 - Quests' reward value is now always at least 250 silver, no matter how small the quest. 任务奖励的价值将不低于250白银 - Quest guests can now only be downed or sick if quest points are over 300. 任务点数大于300时做客小人只会倒地或生病【?】 - Non-royal guests can now have mood threshold set only if quest points are over 400. -只有当任务点数超过400时,非皇室客人才能设置心情阈值【崩溃阈值?】。 - Helpers can no longer generate for 1-star hospitality quests (since these quests have no violent threats). 1星任务不再会给你帮手,因为并没有暴力威胁 - Reworked how the guest count for quests is generated, taking points into account better, and adjusted the rate to have fewer guests at really low points levels. 调整了任务生成的访客数量,更好地考虑点数,调整了比率来在财富很低的情况下生成更少的访客 - Hosting quests can only use 2 or 3 challenge stars above specific points thresholds. -访客任务只能使用超过特定点阈值的2或3个挑战星。【?】 - Random quests no longer generate at all under 100 points, and lerp to generating as normal at 200 points. -随机任务在100点以下不再产生,并且在200点时会恢复正常。 - Tune random quest selection weights for more variation. -调整随机任务选择权重以获得更多变化。 - You can no longer get quests about fighting mech clusters at unreasonably low points levels. -你再也不能在不合理的低点数等级获得机械集群的任务。 - You can no longer get infestation quests at unreasonably low points levels. Change the code that determines the hive count to round normally without randomness, for greater accuracy. -你不能再得到不合理的低点水平的虫害任务。将确定虫巢计数【位置分布?】的代码更改为正常圆形,无随机性,以获得更高的精度。 - Increase monument protection times from 10~30 days to 20~50 days, and increased reward factor to match. -将纪念碑保护时间从10~30天增加到20~50天,并增加奖励系数以匹配。 - We no longer generate as many cheap items at high reward values, in order to focus on a few big juicy rewards. 总任务回报高的时候不再会给你大量的低价值物品,而会聚焦于一些高价值回报 - Adjusted the rewards for various game conditions in condition-for-pay quests (this means quests where e.g. you get a toxic fallout but also get a reward). Also linked specific conditions to specific star ratings. 调整了有偿负面状态【心灵抑制,有毒尘埃之类】任务的奖励,将特定负面状态与特定星级相绑定 - Balance down the reward you get just for keeping a hospitality guest without threats (since often this can even be advantageous). 降低了仅仅是养访客而没有威胁的任务提供的奖励(通常情况下养这个访客反而对你有利) - Deny choosing Empire as asker for a hospitality joiners quest if points are under 240, to avoid sending nobles when a colony can't realistically support them and they wouldn't want to visit. 当你的点数低于240时不再会给你让贵族来你家做客的任务,通常这种情况下你根本没有让贵族住的条件 - Adjust how hospitality quests determine the royal title of royal guests so early-mid-game guests don't have unsupportably high titles. 调整访客任务的头衔以防止你在前中期的时候被要求招待高级访客 - Tune the default relationship between quest points and reward value to make it scale better lower and higher points levels. -调整任务点数和奖励值之间的默认关系,使其在越来越低的点数级别上有更好的伸缩性。【机翻】 - Slightly increase chance of population-gaining quests. -稍微增加人口获得任务的几率。【】 - Quest threat sites will no longer generate with 'possibly unknown threats' all the time, and especially not at lower challenge levels. 任务威胁地点不再总是告诉你“可能有未知威胁”,特别是低挑战性的任务 - Quest threat sites will now limit the number of threats at the site according to the quest points. 任务威胁地点现在会根据任务点数限制威胁的数量 - Extended hive spawning delay the 14 seconds to 28 seconds. 扩张虫巢的生成时间从14秒延时到28秒【虫巢扩张我记得以前版本还是瞬间过程的,有这个生成时间吗?】 - Reduced luciferium market value from 120 to 70. -将魔鬼素的市场价值从120降低到70。 - Increased joywire consciousness impact from 20% to 30%. 将乐丝芯片降低的意识从20%增加到30%【这玩意真的有人愿意用吗?】 - Increased spike trap build cost from 35 to 45. 尖刺陷阱现在45一个(某个将陷阱铺满地图的奇葩玩家被莫名其妙砍了一刀) - Reduced wood sharp damage multiplier from 0.45 to 0.40. -将木材锐利伤害乘数从0.45降低到0.40。 - Colored lights research project no longer requires high tech research bench. 彩色灯研究现在不需要高级研究台 - Difficulty settings now modify butcher yield similarly to crop yield. 难度设置对屠宰产量的调整现在接近于对作物产出的调整 - Moisture pumps now leave resources behind when destroyed. 排水泵被破坏现在会留下资源【我记得以前也会留啊】 - Fine floors now give 75% of resources back upon deconstruction, similar to other floors. 精致地板现在被拆时会留下75%的资源【以前精致石地板被拆只给3资源】 - Changed research prerequisite for ship landing beacon from microelectronics to electricity. 将飞船着陆信标的前提科技从微电子基础改成电力 - Greatbow can now be made at crafting spot. -巨弓现在可以在制作点制作。 - Health conditions can now have negative pawn price offsets. Mindscrew now has a negative price offset. 健康状况现在会有负面价格修正。Mindscrew【啥玩意?心灵熵过载造成的心灵崩溃吗?】现在有一个降价修正。
关于dlc的一些技巧和误区解答 1:放灵能不一定要当贵族,当贵族不一定要当最高级的,贵族一直到总督都可以做专业工作(建筑烹饪手工艺术),只有最高级的伯爵才完全不做平民工作 2:违法只体现在你使用绑定武器和使用灵能上,单纯的装心灵增幅装置而不主动使用高级灵能是不会触发违法判定的(可以用来给别人心灵链接) 3:如果完全不愿意和堕落敌对又不想养高级贵族又想培养高级灵能战士,可以给每个小人来一个文书官,然后奖励的心灵增幅装置全都给一个人 4:堕落其实很好骗,想敌对就敌对想盟友就盟友(把一个空投舱塞满人皮丢给堕落基地,关系马上从-100变成+100) 5:违法的成本从使用绑定武器到放一至六级灵能被检测到的后果仅仅是-4心情,也就是说完全可以拿绑定武器乱砍,更别提非法使用56级灵能了 6:六级灵能“狂暴脉冲”究竟有多超模? 第五条,违法使用一次狂暴脉冲有30%的概率被检测到造成-4关系,在统计学上可以看作是平均一次掉1.2关系,而向关系在0左右的中立派系(反正没有叫帝国贸易商的必要)送600白银时可以提高13-14关系,相当于600白银允许你的灵能战士释放11-12次狂暴脉冲,也就是说释放一次狂暴脉冲的关系费用大概是50-75白银 首先我们知道一个心灵错乱枪至少需要600白银,而激怒和狂暴脉冲的效果都是让目标狂暴,和心灵错乱枪是一样的 狂暴脉冲的效果是让一个5x5范围内的小人全部陷入狂暴状态,也就是说你丢一次这个技能至少可以打中5个小人,比较容易实现的情况下可以打中10-20左右个小人,如果敌人全部关闭碰撞堆叠在一起的话则最多可以打中30-40个小人 也就是说 狂暴脉冲X1=心灵错乱枪X20=12000+白银
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